Heon_X

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Viewing 8 posts - 1 through 8 (of 8 total)
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  • Heon_X
    Participant

    Quick update:

    I was wondering if the fact that my CPU (i7-9700KF) does not have Hyperthreading could be related to this performance issue, especially in CPU bound scenarios like the aforementioned racing games.
    I do get a similar performance drop even in GPU-bound games but I was wondering if maybe vorpX had trouble dealing with hardware that does not physically support hyperthreading even though the CPU performance is quite good (8 cores @ 4.7 GHz).

    @Ralf is there a way to assess this on my end? Cause I don’t see a vorpX process doing much if anything when hooked into a game, so I don’t know how to see how many resources it’s taking for rendering the game inside the headset.

    in reply to: Are custom resolutions still working? #215841
    Heon_X
    Participant

    @Disco Machine I found that some games do accept custom resolutions above your monitor’s native resolution, even if you don’t set such higher res from nVidia control panel before starting the game (e.g. Forza Horizon 4 / 5). Make sure your GPU doesn’t reach too high utilization % though, otherwise vorpX will not have enough resources to work its magic.
    For those games that don’t accept custom resolutions, you have to hope they have a Super Resolution option. Basically set a resolution with the aspect ratio you want and then increase it by increasing the super resolution %. For example in Tiny Tina’s Wonderlands I set the base game res to 1280×1024 and then increased it by setting the resolution scaling slider to 175%.
    There might be a way to force super resolution from nVidia control panel if the game doesn’t have the option itself, but I can’t guarantee it will work.
    Newer titles allow the user to directly dial in the Render Resolution in the game option so if the game you want to play supports that, it’s definitely the best situation as you can adjust aspect ratio and res with a single option in game.

    Hope it helps :)

    in reply to: vorpX 23.1.0 BETA #215673
    Heon_X
    Participant

    @Ralf I did some extensive testing of the new Beta, especially regarding the Virtual Monitor. Here are my findings in brief:
    – vorpX admin mode is broken, it crashes unless you uncheck “start as admin”.
    – Only DX12 games hook: Tiny Tina’s Wonderlands (DX11) doesn’t start, in DX12 it works, Rocket League (DX11) doesn’t start, Forza Horizon 4 (DX12) works.
    – Virtual Monitor works well, including the automatic activation. When going back to my real dual-monitor setup my secondary monitor becomes the primary, and I have to manually reactivate the primary, but it’s a minor annoyance.
    – Games now effectively work with resolutions above your physical monitor’s resolution, thanks to Virtual Monitor. Some are more stubborn than others but it’s manageable.
    – Head tracking is extremely jerky, as if it was low FPS, but FPS in game are 90+. I had already noticed this before the beta in DX12 games but not in DX11 so I’m not sure it has something to do with the beta or with DX12 games in general. Basically the jerkyness scales with GPU utilization, which has to be around 20% in order to not notice it; when you reach 100% (like in most gaming scenarios) the game looks like a slideshow (in the headset, on monitor it’s fine).

    in reply to: vorpX 23.1.0 BETA #215659
    Heon_X
    Participant

    @petey53 For me the same happened as long as I has vorpX set up to run as admin. I unchecked it from the config app and now it launches properly

    in reply to: vorpX 23.1.0 BETA #215652
    Heon_X
    Participant

    Let me see if I understood the concept of Virtual Monitor correctly:
    1. Launch desktop viewer
    2. Put on your headset –> Virtual monitor kicks in, now Windows runs on a new monitor with the same refresh rate of your headset (which is good to avoid conflicts when your physical monitor has a different refresh rate) and a resolution set by the user (to be able to match it in game without messing around with custom resloutions)
    3. Run a game –> vorpX hooks into the game normally (for supported games) like without virtual monitor, with the added bonus of being able to set the resolution in game to whatever you set as your resolution in Windows monitor settings. Plus having the game run on a monitor that has the same refresh rate as your headset greatly improves syncing issues and micro-stutters.

    Is this correct? Cause so far I’ve been able to to make the virtual monitor work, but vorpX doesn’t hook and the game doesn’t even start (I tested Rocket League which is definitely supported and working on 21.3.3). If I pause the watcher the game just runs on Steam Theater mode and not in Desktop Viewer (my monitor reactivates and I see the game there too).
    So I either understood wrong the utility of Virtual Monitor or I need to find a fix for the inability to hook…

    in reply to: Are custom resolutions still working? #215638
    Heon_X
    Participant

    EDIT: I’ve just found the vorpX 23.1.0 BETA thread here on the forum. Gonna test and see if things get better!

    in reply to: Are custom resolutions still working? #215637
    Heon_X
    Participant

    The fact is that no resolution above my monitor’s 1080p works at all when using vorpX, doesn’t matter the aspect ratio. I tried the classic 2560×1440 16:9 and it still doesn’t work.

    I don’t know what virtual monitor is, nor how to look for the beta. My vorpX version is 21.3.3.
    How do I access the virtual monitor / beta?

    Heon_X
    Participant

    Thanks Ralf for the explanation!

    I did notice some kind of frame rate limitation while messing around with settings. However, I did not have any setting that explicitly says “limits frame rate” on (FluidSync On and Headset Sync Safe).
    This is what I found out:
    – Headset Sync: Default (Fast) gives normal ~100 frame rate, Safe lowers it to ~80. This should be normal.
    – Direct Mode Async Render: This one is weird. I usually have it set to Device (on). When I turn it off I either get warping frame rate (similar to internet lag in online games) and sometimes it caps at 60 FPS on its own and it’s really smooth. In the latter case the game feels more responsive, which should make sense since there’s less input lag with synchronous rendering (if I got it right).
    – Direct Mode FluidSync: Auto lowers framerate to 60 since my PC can’t reach 120, so it works properly. I usually have it default which is Device (off) and I get ~100 FPS.
    – Tracking prediction: On or off doesn’t seem to impact frame rate, but from what I’ve seen setting it to On makes some sort of frame interpolation so 60 FPS looks like a fake 120 FPS, pretty cool.

    Are there other settings that also limit frame rate as a secondary effect?

    I also noticed that when vorpX hooks into FH4 it says “vorpx 21.3.2 | DX12” even though my vorpX version is 21.3.3. I don’t know if that could be part of the issue.

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